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Tuskat

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A member registered Mar 02, 2017 · View creator page →

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I think got more with the fact that you're talking to the wrong crowd rather than being "the only one interested".

Have you tried looking for partners directly in Oculus or Unreal dev forums? 
You already have a portfolio of project, so they'd know you're serious ʕ´°ᴥ °`ʔ  

You'd probably have higher chance of success on more targeted websites since  people would immediately share your interest and/or  have the needed competences/material to work with you. ʕ/ ·ᴥ·ʔ/

There's no downside in having multiple difficulties. If you have a certain difficulty that you feel the game is at its best, just mention it( "e.g 'Hard' - 'recommended for the authentic experience' or something), or make it unlock-able so players can new game+.
Difficulty on the fly as an option is pretty nice too, because some games can be decently difficult through most of the play-through, but have one moment where everything spiked to eleven and you have no idea what to do.

Another way to tackle difficulty is to give the players tools that could make the game easier to play at the expense of their high-score or something like that.

(Not too sure how to explain but for example you'd give a long range weapon in a very Close Quarter Combat focused game)

Thanks all for the feedback. I've updated the game regarding minor issues. 

As I'm moving away from it, I've made a Post-Mortem 

https://tuskat.itch.io/r0d3nt/devlog/97458/what-ive-learned-from-my-first-game-r0d3nt

 and made the repo public to let people access the code

https://github.com/tuskat/R0d3nt

I already said it in the latest update but I'll repeat here :

-> Copying the code directly is a bad idea, it's less than ideal codebase.

-> Do not use the Ninja assets since they're not mine.

No need for further feedback. Thanks everyone!  ʕ/ ·ᴥ·ʔ/

Oh I see ᶘ ᵒᴥᵒᶅ

Good luck on your competition !

I'd love to have a second look once you can update the game ʕ •ᴥ•ʔ

1. Yeah I got report of that, I tried to reproduce that bug here but I can't fly :/

2. Good points. The code around controls was kind of a mess on this one (might explain the flying bug). 

I've learned since then, but this knowledge can't be applied to R0D3NT. Codebase just too messy/fragile ʕノ)ᴥ(ヾʔ

3. I liked that floatiness. Didn't want to make jump heavy because precise platforming wans't the focus  ʅʕ•ᴥ•ʔʃ

4. Thanks! Yeah I agree. Game feel and extra details can do a lot for a game.

5. Oh. Interesting. I'll keep that in mind for later project ʕ´•ᴥ•`ʔ

Thanks a lot for trying it out and taking the time to write some feedback ʕ/ ·ᴥ·ʔ/

I really appreciate, even if I won't fix R0D3NT because I'm moving forward from this and I'm working on another project 

(I've made a post mortem that talk more in details about all of that). Still it's a huge help, thanks again!

This game presentation is pretty top notch. I like the concept, but there's little to no feedback on whether you hit or miss the key and I have some real difficulties doing any action at all at some points. 

Rythm games usually have "miss, bad, good, great,etc" next to the tempo bar whenever you hit it so you can know how good/poorly you're doing. I think if you add at least a "Hit" and "Miss" with their respective sound it'll make the game much more playable ʕ´•ᴥ•`ʔ

It'd also help if the music had something more pronounced in sync with the bars, otherwise it's a little bit jarring.

I think you can easily fix these and it'd make a big difference for your game ʕ •ᴥ•ʔ

  • OH, it loaded, just took some time. Which is weird for a small game.

Cool. Yeah that is weird. 

  • So, game controls are ok. Enemy and protagonist are too fast for me, but I'm not very good at platformers. Graphics is meh, to be honest

Good points.

  •  Would be way better if you really build game around it and cut off the unrelated chaff. Make it more about thinking and less about reaction.

Good points, again. Not the first time I read that and it'd have indeed helped me make something tighter design-wise.

  • Also, maybe scale the game down visually, ideally to one screen, so player can see more and plan better?

That's a really cool idea.

  • Is there really a need for having Dash?

Hmmm goes hand in hand with the fast characters. If the design was more puzzle oriented It'd be a no, as it stand right now I think it's useful.

  • Why is main hero holding katana, but is firing projectiles?

Because I took assets from the store. I focused a lot on the code and by the time I was close to "done"
I didn't have the mental energy to redo/make assets properly. I know it might sound weird but it is a free game

and my very first game, I just got really tired/impatient at some point ʕノ)ᴥ(ヾʔ


Thank you taking the time to try it and give your feedback, it's much appreciated

Odd. And quite embarassing ʕ·ᴥ· ʔ
Could you give me any more infos about your setup?
Connection speed, operating system, adblocker, etc...

Grey screen seems to show before the game load, then it's a progress bar when it's loading assets

(If anyone else got grey screen freeze could you like Baturinsky comment)

Thanks for that about our own stuff ʕノ•ᴥ•ʔノ ︵ ┻━┻
Still it's a pretty inspiring project. Thanks a lot for the answer and link,
I'll definitely give you an update when I get started on that. It'd mostly

be for my own use, I am working on a new game and characters in that are simple

enough to try that :D

Oh je vois. Pas de soucis alors ʕノ)ᴥ(ヾʔ

(Je viens de voir ta reponse, j'ai pas eu de notifications)

Hey, I'm really curious on how you've made such a tool :0
I'd love to do something similar. I think I have a clue on how you layer parts,

however I'm curious on how you made the image exporting? D:

(1 edit)

I've played 2 levels. Shooting kind of feel painful because I have to repeatedly press the shoot button while  also tapping space to manage the plane position.
I'd suggest you either let the player shoot automatically while holding the shoot button, or let the player manage hovering by holding space, so we only tap frantically one button and manage the other one differently. ʕ´•ᴥ•`ʔ

2nd thing is I'm not too certain what you want the player to accomplish, first level make me destroy everything around the goal, second just needed me to expose it.

I'd say go with the 2nd level type of objective (just expose the block) as it'd be faster to clear levels. I think blocks have slightly too much health right now, but maybe that's just me ʅʕ•ᴥ•ʔʃ

Game look pretty clean, already really close to a "product" level, it just seems a little bit purposeless.

I think adding more "Oomph" (particles, sounds, explosions) and physic based destruction would make really fun to play. 

This or a way to make  the gameplay snappier.

Hope it help, I see potential in that ʕ/ ·ᴥ·ʔ/ 

FRANCE

HONG KONG ʕ/ ·ᴥ·ʔ/

Sympa les musiques ᵔᴥᵔ

Y'as une license precise ou c'est tout droit reserve?  ʕ •ᴥ•ʔ

Juste par curiosite, je pense si tu mets la license CC ca attirera plus de monde.

J'aime bien Crash Bandicoot et Towerfall Style. Follow sur Soundcloud,

Bon courage o/

Nicely done! ʕʕʕ ง•ᴥ•ʔง三 ʕ ง•ᴥ•ʔڡ≡ 

I think for tactical rpgs like these, people would first make a naked template as the base character.
Once they're done/roughly done with it, adding  each accessories as layers on top with character details would probably be much more efficient in the long term (eyes, clothes, hats, etc...) I know Disgaea work somewhat like that since most of the humanoids have the same poses.

It's still a long process, but I think it's a shorter one than making each pose for each character of your game.

This topic make me think of this tool by 0x72. While it's not the angle you want, 

if you were to recreate a similar logic for yourself,

you'd probably save yourself a huge amount of time. 

I'd say start small, make a generic idle animation, and add generic accessories, then 

work up from there. It'll always feel like "Way too much work" at the beginning, 

but you're probably looking at year(s) of work anyway when you look at finished games ʕ´°ᴥ °`ʔ 

Sounds like a nice plan. ʕʕʕ ง•ᴥ•ʔง三 ʕ ง•ᴥ•ʔڡ≡ 
Best of luck to you! ʕ´°ᴥ °`ʔ 

I don't think you lose anything by asking itch.io to feature you (both here and on Twitter) 

I don't know how positively they answer but cost nothing to ask I guess ʕ´•ᴥ•`ʔ

I'm gonna try and hopefully give helpful suggestions, from someone who used to back project:

- Make a trailer, that 50s static title screen is going to do you a disservice.
- Take the time to tell people what you're doing. Doesn't have to be of highest quality : Take some footage, talk a little bit about the game now and then,etc...
- Post that video on youtube. Post that on twitter...post that wherever you possibly can ʅʕ•ᴥ•ʔʃ
- Maybe put a few bucks in a facebook ad and post that here as well
- Emphasis on the fact that you're demo is playable : put a "Playable demo" badge on your promotional pictures and video, add the link to itch.io build on the very top of your kickstarter, make it crystal clear that you already have something to show.

Yeah...hopefully it help, not a pro on these ʕノ)ᴥ(ヾʔ

>>> R0d3nt <<<

Yeah I cringed at that title too

Hi ʕ •ᴥ•ʔゝ☆
So R0d3nt has recently reached 100 views and I had a Post-Mortem draft sitting there for a while now.

I wanted to collect feedback before posting said Post-Mortem because I don't have much on the "reception/feedback" side of things
(To be clear I did receive feedback from wonderful people, just I need slightly more of it ʕ·ᴥ· ʔ )

So if you like platformers and would like to give a go, please help yourself.

The things I'm really curious about would be:
- How do the controls feels to you? Ranging from "Not bad for keyboard control" to "This is why she left you"
- Does the game feels fair to you? If not, why and when does it feel cheap.
- If you were to buy this game, point out one major thing that'd prevent you from doing so  (or more if you feel inspired).

All of this is more or less "For next time" kind of feedback, so the game wouldn't really change unless someone point out a *major* flaw that prevents me from sleeping. 

Any feedback would be much appreciate, "Good" or "Bad" ʕ´•ᴥ•`ʔ

Cheers ʕ •ᴥ•ʔゝ

It was my aim, but I still think it's a fair point. If it's not too much effort I might still do it. It's good feedback for now and later regardless :)

"the biggest issue with this game is the fact that you have zero time to process a new level before you need to move."

Interesting.  ʕ´°ᴥ °`ʔ 
I suppose you mean all the levels that starts with stuff immediately attacking you?
If so I guess I could put the player in a sort of safe spot instead of immediately in the middle of it. I'll try to reshape some levels and see how it goes

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No no I totally get it, it's definitely good food for thought, "Tightening the design" is something I'll keep in mind from now on. ʕ´°ᴥ °`ʔ 

Wow that's some seriously huge feedback ʕ◉ᴥ◉ʔ

Button colour change should have definitely been there, big oversight on my end here.

"If I was forced to use the environment, I would have had no room for confusion." 

Fair. The game could work without the shotgun, but I feel like it would both be harder and slower without the gun altogether (mostly because you can shoot interruptors) ʕ*ノᴥノʔ

Well I wasn't really clear with my friends  : since it's my first game I was just like "Try it and tell me if it's garbage ʕ·ᴥ·ʔ"

Thanks a ton for taking the time to try the game, and for the much appreciated insight. 

No worries, already helped a lot with your feedback. Thanks again :)

Thanks a lot for trying the game ʕノ)ᴥ(ヾʔ
So happy you had fun with it. I could definitely tweak that level to alleviate some frustration, it's part of the "tutorials" levels, so I don't want them to be  too dissuasive.

Appreciate the answer. I guess I should have made sure I prepare the right question to people whenever they playtest for me :0

I'll do some research on my side on discords servers for game dev, it might simplify the process of asking strangers to try my game (or reduce the shame of doing so ʕノ)ᴥ(ヾʔ )

To get straight to the point, I described my first game as finish-able in like 5 to 10 minutes.

Because since I made it I kind of sort of know exactly what to do. 

A friend of mine pointed it out as some sort of sarcasm (it wasn't ʕ*ノᴥノʔ ) since the game can be, to my surprise, very challenging.

So the question is : How can I guesstimate an accurate playtime session without much player datas?
it would but much simpler if I had some but I forgot to ask my friends to like record their play-through and the page is taking dust now ʕᴥ· ʔ

I know it might sound silly, but when I first designed it, I wanted the play-through to be around 15 minutes in a straight line (no mistakes run), and it ended up being 1/3 of it (because I had no more energy to work on it) and I think knowing better how much time people put into completely new play-through would help me in the future.

I know it's not an exact formula, but I thought their might be some rules of thumbs of some sort to try and calculate such things.

I think it'd be best to have a spritesheet, in PNG format. The size can be around 2-3Mb-ish I suppose,

If someone want this style I don't think they can bargain too much with image resolution :0

I'd say inspire yourself of Kenney work and do a grid with blocks of floors and some objects.

Since it's a free assets you can start small and if reasonable requests came in, you can try and add more later 0:

I don't know too much about that side, so it's wild guesses ʕ•ᴥ•ʔ

I don't know if you're still looking for feedback, I'll put my two cents here as someone who always look for 2d assets :0

I would not use it as it is. Reason is when I want pixel art assets, I would usually get a complete package (e.g the floors variants, background layers, and then other objects like rocks, cactus, houses, etc...). 

Cohesion is the main reason : If I pick one asset in your style and then put something from another source next to it, it might look off if your style is too distinct from others.

I think you should ask yourself some questions when it comes to giving people 2d assets :

  1.  Which view are you delivering? (e.g Top Down, Side scrolling, or Isometric)
  2. Do you want the aesthetic to fit a pixel art style? If so, which one? (1bits monochrome, 8bit palettes or more complex ones (16-32bits, etc...)
  3.  If not, make sure your assets have a good balance between how good they look and how heavy the file is, for performance purpose.
  4. If possible, make complete sprite-sheets. Else just separate your assets with either clear naming or organised folders.

Hopefully it help. Take all of that with a grain of salt, It's just what I think about when I look for assets ʕ´°ᴥ °`ʔ 

Hello ʕ •ᴥ•ʔゝ☆

I go by Tuskat,

R0d3nt is my very first proper game. I do game dev as a hobby.

I'm a big fan of looter shooters, fighting games, roguelikes and tactical-rpgs.  (and cute stuff)

I dream of making a game that will let the player make their very own

bite-sized story and just expand on it in unique ways  ʕ´•ᴥ•`ʔ

I'm currently mostly designing/creating games to improve : fail faster like they say.

Feel free to drop by and try my stuff  ʕノ)ᴥ(ヾʔ

I can also try yours, I'll try to be honest without being blunt  ┬┴┬┴┤•ᴥ•ʔ├┬┴┬┴

Downloaded it yesterday. Just beaten Noob Dungeon. Solid concept,

very excited to see more of it :)

R0D3NT  ʕノ)ᴥ(ヾʔ

Own this game on Steam.To this day, Sybil fight is the only moment in my gaming life where I felt like crying. Can't recommend enough.

This will be tricky. I'll need a few days to address that. I'll let you know when I update the game. Apologise for the inconveniences.

Thanks a ton for rising the issue. I've made the game lighter, hopefully it'll fix the loading issue. Let me know if it persist.

(1 edit)

Sorry to hear. Does the screen stay white or is the bar showing but never filling up? (I'll see and try to make the game lighter when I come home, will keep you updated)

Ah, I see you're a man of culture as well.

Nice game! Really polished, love the arcady style.
little bug I noticed: lost all my lives on a level, music loop seems to be doubled now :0

Awesome ! Let me know how it goes C:


R0d3nt, my very first game is finally playable here, on itch.io: https://tuskat.itch.io/r0d3nt

In R0d3nt, you play as the M1c3 unit. Left for dead and looking for revenge, 

you'll make your way through levels filled by enemies looking for your head.

You cannot deal with them alone, use the environment against them or you will perish.

Game's length is around 5 to 10 minutes.


----------------------------------------
Since I'm not very smart, the entire development of this game was kind of sort known to no one.

So I'd really appreciate if fellow game dev or just gaming enthusiast would take 5 minutes to try it o/

Any feedback is good feedback to me : game crashes, game bugs, game bad, game good? 

Note :

It is not mobile friendly and does not support controllers. More in the game description.